;
;   CIVILIZATION GAME DATA--SHAIBANI
;   Copyright (c) 1995 by MicroProse Software
;
;   Altered 2000 by Stefan Hrtel (Stefan.Haertel@t-online.de)
;                 http://members.xoom.com/SHaertel/Index.html
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
10      ; Fundamentalism pays support for all units past this
0       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Timurid Tech,       4,-2,  no,  no,  3, 4    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Afghan Timurids,    3,-2,  no,  no,  3, 0    ; Amp
Uzbek Hordes,       4, 1,  no,  no,  1, 3    ; Ast
Kazakh Hordes,      4,-1,  no,  no,  2, 3    ; Ato
Automobile,         6,-1,  no,  no,  3, 4    ; Aut
Safavid Tech,       4, 1,  no,  no,  1, 1    ; Ban
Bridge Building,    4, 0,  Mat, nil, 0, 4    ; Bri
Trade,              6,-1,  nil, nil, 0, 4    ; Bro
Persian Gardens,    5, 0,  Ind, nil, 0, 2    ; Cer
Public Readings,    5,-1,  no,  nil, 1, 3    ; Che
Hygenic Facilities, 4,-2,  MP,  nil, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Bazaars,            5,-1,  Tra, nil, 3, 0    ; CA 
Merchantile buildings,5,-1,  CA,  Cst, 2, 4    ; Cmb
Communism,          5, 0,  no,  no,  2, 2    ; Cmn
Educational Facilities,4, 1,  Too, nil, 3, 4    ; Cmp
Advanced Education, 7,-1,  Cmp, nil, 2, 0    ; Csc
Fortifications,     4, 0,  Mas, nil, 0, 4    ; Cst
Handguns,           4, 0,  Min, nil, 2, 1    ; Cor
Currency,           4, 1,  nil, nil, 0, 1    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Early Siege Warfare,4, 1,  Cst, nil, 2, 1    ; Eco
High Minaretts,     4, 0,  MT,  nil, 2, 4    ; E1 
Siege Guns,         4, 1,  Eco, Min, 3, 4    ; E2 
Artillery,          4, 0,  Min, Met, 0, 4    ; Eng
Heavy Warfare,      3, 1,  Cor, Eco, 3, 2    ; Env
Heavy Cavalry,      2,-1,  Hor, Env, 3, 0    ; Esp
Explosives,         5, 0,  no,  no,  2, 4    ; Exp
Horse Guns,         4,-1,  Cor, Hor, 0, 0    ; Feu
Metal Working,      4,-1,  nil, nil, 2, 4    ; Fli
Islam,              3,-2,  no,  no,  2, 2    ; Fun
Fusion Power,       3, 0,  no,  no,  3, 3    ; FP 
Metal Working,      3, 2,  no,  no,  3, 3    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  3, 0    ; Gue
Gunpowder,          8,-2,  no,  no,  1, 0    ; Gun
Horse Armour,       4,-1,  Feu, nil, 0, 0    ; Hor
Persian Architecture,6, 0,  nil, nil, 2, 1    ; Ind
Persian Carpets,    6, 0,  no,  nil, 1, 4    ; Inv
Infantry Armour,    5,-1,  Env, nil, 0, 4    ; Iro
Longbow,            4,-1,  nil, nil, 3, 2    ; Lab
Crossbow,           4, 0,  Lab, Iro, 3, 3    ; Las
Long Sword,         5,-1,  Lit, nil, 1, 0    ; Ldr
Nomad Sword,        5, 2,  Wri, CoL, 0, 3    ; Lit
Religious Education,4,-2,  MT,  Wri, 2, 4    ; Too
Army Training,      4,-1,  Env, nil, 1, 3    ; Mag
Naval Transport,    6,-1,  no,  no,  0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Public Services,    5, 0,  Cmb, nil, 3, 4    ; MP 
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  no,  Tra, 1, 1    ; Med
Metallurgy,         6,-2,  Fli, nil, 1, 0    ; Met
Gunpowder,          4, 1,  nil, nil, 3, 4    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon
Islam,              5, 1,  nil, nil, 1, 2    ; MT 
Epic Tales,         4, 0,  no,  nil, 0, 2    ; Mys
Navigation,         6,-1,  no,  no,  1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Nuclear Power,      3, 0,  no,  no,  3, 3    ; NP 
Philosophy,         6, 1,  no,  no,  1, 2    ; Phi
Physics,            4,-1,  no,  no,  1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
PEDIA TECH,         4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  no,  no,  0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Recycling,          2, 1,  no,  no,  3, 2    ; Rec
Refining,           4, 0,  no,  no,  2, 4    ; Ref
Refrigeration,      3, 1,  no,  no,  3, 1    ; Rfg
The Republic,       5, 1,  no,  no,  0, 2    ; Rep
Robotics,           5,-2,  no,  no,  3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  no,  no,  2, 1    ; San
Seafaring,          4, 1,  no,  no,  0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Stealth,            3,-2,  no,  no,  3, 0    ; Sth
Steam Engine,       4,-1,  no,  no,  2, 3    ; SE 
Steel,              4,-1,  no,  no,  2, 4    ; Stl
Superconductor,     4, 1,  no,  no,  3, 3    ; Sup
Tactics,            6,-1,  no,  no,  2, 0    ; Tac
Theology,           3, 2,  no,  no,  1, 2    ; The
Theory of Gravity,  4, 0,  no,  no,  1, 3    ; ToG
Trade,              4, 2,  nil, nil, 0, 1    ; Tra
University,         5, 1,  Mat, nil, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  no,  no,  3, 3    ; FT 
Fall of Samarqand,  3, 0,  no,  no,  0, 0    ; U1 
Fall of Bokhara,    3, 0,  no,  no,  0, 0    ; U2 
Fall of Tabriz,     3, 0,  no,  no,  0, 0    ; U3 
Death of Shaibani,  3, 0,  no,  no,  0, 0    ; X1 
Death of Ubaidullah,3, 0,  no,  no,  0, 0    ; X2 
Fall of Herat,      3, 0,  no,  no,  0, 0    ; X3 
Fall of Balkh,      3, 0,  no,  no,  0, 0    ; X4 
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5 
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6 
Extra Advance 7,    3, 0,  no,  no,  0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Palace,                   10, 0,    Mas,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    nil,
Public Park,               4, 1,    Cer,
Caravanserai,              8, 1,    Cur,
Library,                   8, 1,    Cmp,
Courthouse,                8, 1,    CoL,
City Walls,                8, 0,    Mas,
Public Baths,              8, 2,    Chi,
Tim,                      12, 3,    Cmb,
Monastry,                 12, 3,    MT, 
School,                   16, 3,    Csc,
City Dump,                16, 4,    MP, 
Mosque,                   10, 4,    MT,
Smithy,                   20, 4,    no, 
Manufacturing Plant,      32, 6,    no, 
SDI Defense,              20, 4,    no,
Recycling Center,         20, 2,    no, 
Blacksmith,               16, 4,    Fli,
Floating Mill,            24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
Bazaar,                   16, 4,    Cmb,
Sewer System,             12, 2,    no, 
Supermarket,               8, 3,    no, 
Taq,                      20, 5,    Cmb,
Medrese,                  16, 3,    Csc,
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          8, 1,    no,
Solar Plant,              32, 4,    no,
Harbor,                    6, 1,    no, 
Offshore Platform,        16, 3,    no,
Airport,                  16, 3,    no, 
Police Station,            6, 2,    no, 
Port Facility,             8, 3,    no, 
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    Cor,
Tomb of Khodja Ahmad Yasawi,20, 0,    nil,
Bibi-Xhanum Mosque,       20, 0,    nil,
Control of the Silk Route,20, 0,    nil,
Lighthouse,               20, 0,    no, 
Khodja-Mashhad Medrese,   30, 0,    nil,
Pa-yi Kalan,              30, 0,    nil,
Tomb of ldjat,          30, 0,    nil,
Safaviya Order,           30, 0,    nil,
Tamerlanes Campaigns,     30, 0,    nil,
Shah-i Zinda,             20, 0,    nil,
Great Friday Mosque,      40, 0,    nil,
Ulugh Beg's Observatory,  30, 0,    nil,
Magellan's Expedition,    40, 0,    no, 
Shakespeare's Theatre,    30, 0,    no, 
Marco Polo's travels,     40, 0,    nil,
Tomb of Fakhr ad-Din Razi,40, 0,    nil,
Isaac Newton's College,   40, 0,    no, 
Rabat-i Sharaf,           40, 0,    nil,
Kalan Minarett,           40, 0,    nil,
Statue of Liberty,        40, 0,    no, 
Tower of Djam,            30, 0,    nil,
Women's Suffrage,         60, 0,    no,
Hoover Dam,               60, 0,    no, 
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
Ulugh-Beg Medrese,        60, 0,    nil,
Cure for Cancer,          60, 0,    no, 

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Tomb of Khodja Ahmad Yasawi
nil,        ; Bibi-Xhanum Mosque
nil,        ; Control of the Silk Route
nil,        ; Lighthouse
nil,        ; Khodja-Mashhad Medrese
nil,        ; Pa-yi Kalan
nil,        ; Tomb of ldjat
nil,        ; Safaviya Order
nil,        ; Tamerlanes Campaigns
nil,        ; Shah-i Zinda
nil,        ; Great Friday Mosque
nil,        ; Ulugh Beg's Observatory
nil,        ; Magellan's Expedition
nil,        ; Shakespeare's Theatre
nil,        ; Marco Polo's travels
nil,        ; Tomb of Fakhr ad-Din Razi
nil,        ; Isaac Newton's College
nil,        ; Rabat-i Sharaf
nil,        ; Kalan Minarett
nil,        ; Statue of Liberty
nil,        ; Tower of Djam
nil,        ; Women's Suffrage
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; Ulugh-Beg Medrese
nil,        ; Cure for Cancer


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Settlers,     nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Persians,     nil, 0,  1.,0,  4a,6d,  3h,2f,  4,0,  1, Ind, 000000000000000
Timurids,     nil, 0,  1.,0,  2a,4d,  2h,1f,  4,0,  1, AFl, 000000000000000
Afghans,      nil, 0,  1.,0,  3a,5d,  2h,1f,  4,0,  1, Amp, 000000000000000
Swordsmen,    nil, 0,  1.,0,  2a,2d,  1h,1f,  4,0,  1, nil, 000000000000000
Archers,      nil, 0,  1.,0,  4a,3d,  1h,1f,  4,0,  1, Lab, 000000000000000
Crossbowmen,  nil, 0,  1.,0,  5a,2d,  1h,2f,  6,0,  1, Las, 000000000000000
Handgunners,  Ast, 0,  1.,0,  3a,4d,  2h,2f,  8,0,  1, Cor, 000000000000000
Fanatics,     nil, 0,  1.,0,  4a,4d,  2h,1f,  2,0,  1, no,  000100000000000
Partisans,    nil, 0,  1.,0,  4a,4d,  2h,1f,  5,0,  1, no,  000001000000010
Uzbek Handgun,nil, 0,  1.,0,  3a,3d,  2h,1f,  9,0,  1, no, 000000000000000
Armoured Gunmen,nil, 0,  1.,0,  3a,5d,  2h,1f,  10,0,  1, Mag, 000000000000000
Early Cannon, Eng, 0,  1.,0,  6a,1d,  1h,2f,  8,0,  0, Eco, 000000000000100
Artillery,    E2,  0,  1.,0,  7a,1d,  1h,3f,  10,0,  0, Eng, 000000100000000
Siege Artillery,nil, 0,  1.,0,  7a,1d,  1h,3f,  14,0,  0, E2,  000000001000000 
Persian Cavalry,nil, 0,  3.,0,  6a,2d,  1h,1f,  6,0,  0, Ind, 000001000000000
Afghan Cavalry,nil, 0,  2.,0,  4a,2d,  1h,1f,  6,0,  0, Amp, 000000000000000
Elephant,     nil, 0,  2.,0,  4a,1d,  1h,1f,  4,0,  0, no,  000000000000000
Timurid Cavalry,nil, 0,  2.,0,  5a,1d,  1h,1f,  6,0,  0, AFl, 000000000000000
Safavids,     nil, 0,  3.,0,  8a,4d,  2h,3f,  34,0,  0, no,  000001000000000
Light Cavalry,Env, 0,  2.,0,  4a,2d,  2h,1f,  4,0,  0, nil, 000001000000000
Heavy Cavalry,nil, 0,  2.,0,  6a,3d,  2h,1f,  6,0,  0, Esp, 000001000000000
Kazakhs,      nil, 0,  3.,0, 6a,3d,  1h,2f,  4,0,  0, Ato, 000001000000000
Catapult,     Eco, 0,  1.,0,  5a,1d,  1h,1f,  4,0,  0, nil, 000000001000000 
Uzbeks,       nil, 0,  1.,0,  3a,5d,  2h,1f,  4,0,  1, Ast, 000000000000000
Uzbek Infantry,nil, 0,  1.,0, 4a,6d,  2h,2f,  5,0,  0, no, 000000000000000
Uzbek Cavalry,nil, 0,  3.,0, 6a,3d,  1h,2f,  4,0,  0, Ast, 000001000000000
Fighter,      nil, 1, 40.,1,  4a,3d,  2h,2f,  6,0,  3, no,  000000000010001
Bomber,       nil, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, no,  000000000000001
Helicopter,   nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, no,  100000000000001
Fortress,     nil, 1, 0.,0,  8a,4d,  2h,2f,  8,0,  1, no,  000000000010001
Stlth Bmbr.,  nil, 1, 12.,2, 14a,5d,  2h,2f, 16,0,  0, no,  000000000000001
Trireme,      nil, 2,  3.,0,  1a,1d,  1h,1f,  4,2,  4, no,  000000000100000
Caravel,      nil, 2,  3.,0,  2a,1d,  1h,1f,  4,3,  4, no,  000000000000000
Galleon,      nil, 2,  4.,0,  0a,2d,  2h,1f,  4,4,  4, no,  000000000000000
Frigate,      nil, 2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, no,  000000000000000
Ironclad,     nil, 2,  4.,0,  4a,4d,  3h,1f,  6,0,  2, no,  000000000000000
Destroyer,    nil, 2,  6.,0,  4a,4d,  3h,1f,  6,0,  2, no,  100000000000001
Cruiser,      nil, 2,  5.,0,  6a,6d,  3h,2f,  8,0,  2, no,  100000000000001
AEGIS Cruiser,nil, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, no,  110000000000001
Battleship,   nil, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, no,  000000000000001
Submarine,    nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, no,  000000000001001
Carrier,      nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no,  000000010000001
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no,  000000000000000
Cruise Msl.,  nil, 1, 12.,1, 18a,0d,  1h,3f,  6,0,  0, no,  001000000000000
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
Diplomat,     nil, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000010
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000011
Caravan,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, nil, 000001000000010
Freight,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, no,  000000000000011
Explorer,     nil, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, no,  000001000000010
Babur,        nil, 0,  3.,0,  7a,6d,  2h,2f, 34,0,  0, Plu, 000010000000001
Shah Abbas,   nil, 0,  4.,0,  10a,8d,  2h,3f,  34,0,  0, Plu, 000001000000001 
Muhammad Shaibani,nil, 0,  3.,0,  9a,7d,  2h,2f, 34,0,  0, Plu, 000001000000000 
Ubaidullah,   nil, 0,  1.,0,  6a,9d,  3h,1f,  34,0,  0, Plu, 000010000000000 
Test Unit 2,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 3,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000010000000000 
Test Unit 4,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 5,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 6,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 7,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 8,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   no,  1, 5,  3,  Pln,   ; Drt
Steppes,    1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Pastureland,1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Salt Flats, 1,2,  1,1,2,   yes, 1,10, 1,   no,  0, 0,  0,  Drt,   ; Tun
Valley,     2,2,  1,1,1,   no,  0, 0, 0,   no,  1,15,  3,  no,    ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Scrublands, 1,2,  1,1,0,   yes, 1, 5, 1,   Pln, 0,15,  5,  no,    ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Horses,     1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Rare Trees, 2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Iron,       3,6,  0,1,6,
Salt,       1,2,  2,1,1,
Valley Town,2,2,  3,2,2,
Peat,       2,3,  1,4,0,
Large Game, 2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Rare Furs,  1,2,  0,4,0,
Cattle,     1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Highland,   2,3,  2,2,1,
Cotton,     2,4,  1,0,4,
Copper,     3,6,  0,4,0,
Iodized Salt,1,2,  2,0,3,
Shangri La, 2,2,  5,4,4,
Spice,      2,3,  3,0,4,
Small Game, 2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
Fundamentalism, High Priest, High Priestess
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 0, Romans,      Roman,       0,  1,  1,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan, 4, Khan, Khan, 5, Khan, Khan, 6, Khan, Khan
Hammurabi,    Ishtari,             0, 2, 3, Babylonians, Babylonian, -1, -1,  1,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan, 4, Khan, Khan, 5, Khan, Khan, 6, Khan, Khan
Frederick,    Maria Theresa,       0, 3, 1, Germans,     German,      1, -1,  1,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan, 4, Khan, Khan, 5, Khan, Khan, 6, Khan, Khan
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     1, Shah, Shah, 2, Shah, 3, Shah, Shah, 4, Shah, Shah, 5, Shah, Shah, 6, Shah, Shah
Alexander,    Hippolyta,           1, 6, 0, Greeks,      Greek,       0,  1, -1,     6, Prime Minister, Prime Minister
Mohandas Gandhi,Indira Gandhi,     0, 7, 3, Indians,     Indian,     -1, -1,  0,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan, 4, Khan, Khan, 5, Khan, Khan, 6, Khan, Khan
Lenin,        Catherine the Great, 1, 1, 0, Russians,    Russian,     1,  0, -1,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan, 4, Khan, Khan, 5, Khan, Khan, 6, Khan, Khan
Shaka,        Shakala,             0, 2, 3, Zulus,       Zulu,        1,  0,  0,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan, 4, Khan, Khan, 5, Khan, Khan, 6, Khan, Khan
Louis XIV,    Joan of Arc,         0, 3, 1, French,      French,      1,  1,  1,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan, 4, Khan, Khan, 5, Khan, Khan, 6, Khan, Khan
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan, 4, Khan, Khan, 5, Khan, Khan, 6, Khan, Khan
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     1, Shah, Shah, 2, Shah, 3, Shah, Shah, 4, Shah, Shah, 5, Shah, Shah, 6, Shah, Shah
Henry VIII,   Elizabeth I,         1, 6, 0, English,     English,     0,  1,  0,     
Genghis Khan, Bortei,              0, 7, 3, Mongols,     Mongol,      1,  1, -1,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan, 4, Khan, Khan, 5, Khan, Khan, 6, Khan, Khan
Hakhamanish,  Jove,                1, 1, 0, Celts,       Celt,        0,  1,  0,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan, 4, Khan, Khan, 5, Khan, Khan, 6, Khan, Khan
Tokugawa,     Amaterasu,           0, 2, 3, Japanese,    Japanese,    1, -1, -1,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan, 4, Khan, Khan, 5, Khan, Khan, 6, Khan, Khan
Canute,       Gunnhild,            1, 3, 1, Vikings,     Viking,      1,  1,  0,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan, 4, Khan, Khan, 5, Khan, Khan, 6, Khan, Khan
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1, -1,     1, Shah, Shah, 2, Shah, 3, Shah, Shah, 4, Shah, Shah, 5, Shah, Shah, 6, Shah, Shah
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     0, -1,  0,     1, Shah, Shah, 2, Shah, 3, Shah, Shah, 4, Shah, Shah, 5, Shah, Shah, 6, Shah, Shah
Hannibal,     Dido,                0, 6, 0, Carthaginians, Carthaginian, 0,  0, -1,  1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan, 4, Khan, Khan, 5, Khan, Khan, 6, Khan, Khan
Sitting Bull, Sacajawea,           0, 7, 3, Sioux,       Sioux,       0,  0,  0,     1, Khan, Khan, 2, Khan, Khan, 3, Khan, Khan, 4, Khan, Khan, 5, Khan, Khan, 6, Khan, Khan

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,
Cunobelin,  Boadicea, 1, 1, Celts,      Celtic,     -1,  1,  0,     4, Druid, Druid


;
;   Trading Commodities
;
@CARAVAN
Carpets,
Wool,
Linen,
Cloth,
Jade,
Horses,
Copper,
Indigo,
Cotton,
Silk,
Opium,
Spice,
Gems,
Gold,
Silk,
Silk,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged










